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 Post subject: Dragon script syntax
PostPosted: Thu Aug 29, 2002 6:55 pm 
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I managed to figure out how these work, but is there any way to set the frequency to something lower than 0001?

I've got the yew tree included in my forest syntax, just it is so massive that even at 0001 they are look like everywhere. (not literally, just in some places I have 5 in one screen.

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PostPosted: Thu Aug 29, 2002 8:12 pm 
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not that I know of.. however, if you feel really adventuruos, you could create a new color, using the same tiles and script as the forest, and just use it sparingly inside of the "real" forest. Remove the yew tree from the "real" forest and put it in the "new" forest.
that would do two things: it would keep the yew trees from popping up all over and also give you more control as to where they go.
Here's a basic example of what I mean:
Image
The dark green would be grass, the meduim green is the "real" forest, and the light green is a new color for "new" forest. You'd make the script for the new forest the same as the real forest, cept adding the yew tree part into it. You'd be able to control what are of the forest has Yew trees this way, as I didn in the example pic, I only have the area on the left.
If you'd like to pursue this, let me know. depending on how hilly the forest is would depend on how many new colors you need, and maybe losing some colors you don't use.
Let me know if you are interested in pursuing this and I'll help you as I can.

-Ryandor


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PostPosted: Fri Aug 30, 2002 3:30 pm 
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I've given that some consideration, and looked at my map, and considered some more. Then I remembered one of my main ojections to the forests in most games, the fact that players on horses are taller than oak trees. As soon as I get all of the numbers down for the jungle trees, I'm going to toss those in with the normal forest script.


However, one of the things I have planned for the map are seasonal changes (spring/summer flowers all over, fall red leafed trees, winter snow all over everything, leafless trees). Which would require edits to the colors. This may sound silly, but to anyone who has read dragonlance, a season can mean war, famine, plague, etc. And I'd like to show these changes. I dont know when I'll be able to start on this though.

Thanks for the help though.

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PostPosted: Fri Aug 30, 2002 4:13 pm 
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Yeah the scale of a lot of things has always upset me in UO.

Reminds me of how they used to have 3 story ships that where to scale in UO, but they took them out because they had bugs. Damnit. I wish they had at least left the artwork heh. (No, you can't make a decent looking 3-story ship with the current artwork, besides, the ones I saw where dark-wood, not light)

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PostPosted: Sun Sep 01, 2002 7:14 am 
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Xeleh, what emulator do you run? I dunno about UOX/POL but Sphere can do different seasons via command.

.sector.season # with the # being 0 to 4 (or 1 to 5 or something to that effect) spring, summer, fall, winter, dead


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PostPosted: Sun Sep 01, 2002 11:18 am 
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You can make the command for POL if that's what you use... I forgot the specific packet, but all you'd have to do is send that packet to the client to change the season.

You'll always get better effects if you design the map for that season to begin with, though... (The season packet will only do so much)...

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